I have a skill that applies a negative HRG (health regen) effect, essentially like a poison-type ailment, and several rounds of waiting for the creature to die, it didn't. (Yes, the state was applied successfully.) To double check, I change the HRG amount to -100, and it still failed to kill the enemy. I'm guessing one of two things:

1) HRG effects aren't supposed to kill enemies, or2) this is related to the fact that non-direct damage effects seem unable to kill enemies. (I tried to create a sacrifice ability like the Bombs in Final Fantasy or the exploding enemies in Earthbound, wherein they use a skill which also kills them. Any method of setting their HP to 0 in the skill formula works, but they aren't removed from combat. Did some research, and found it was a known issue, and the answer was to have the skill trigger a switch which calls an event that applies a death state to the monster.)

Anyway, can anyone provide a script fix? I am using the base game battle engine plus a couple minor bug fixes. The alternative would be to run an event every turn to apply death to creatures that are at zero HP, which would be impractical AND possibly kill the monster at weird times.

After some testing, it seems that HRG effects can't bring an enemy's HP to 0. (I'll have to test this with players characters as well.)Scripting wasn't as ugly as I thought:

but, now I have to add in a page for every enemy in every troop. I wish it was just a pair of options, Can HRG kill enemies? Can HRG kill players?It's working at least, but if anyone wants to write a script to work automatically, that would be gnar-gnar.

I had NO idea that's what that was! Thanks! Now I have the real solution, and an elegant fix for a problem that was never there!

EDIT: There is a slight difference. My event kills them as soon as their turn is over, whereas "slip" damage seems to kill them at the end of the round. (Both enemies I was testing acted, and THEN they both died.) Either way I decide to go, I appreciate the head's up.